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Bergzore

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  1. Update: I may have made a difference by installing the CTD Memory patch... Now I'm trying to eliminate stutters. I've uninstalled RCRN and I'm looking for a way to make things darker without affecting performance. Are there any mods that make lighting darker but don't affect anything else? I'm not looking for an enb or anything.
  2. I've never been big on using a lot of esps, but I'm determined to get this working. I'm getting CTDs on death, sometimes when loading. I am still troubleshooting, but if anyone can help, it would be greatly appreciated. I am using MO. Here is my modlist: Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp HearthFires.esm Unofficial Hearthfire Patch.esp Dragonborn.esm Unofficial Dragonborn Patch.esp EFFCore.esm Lanterns Of Skyrim - All In One - Main.esm Campfire.esm RSkyrimChildren.esm RealShelter.esp Cutting Room Floor.esp Radiant and Unique Potions Poisons and Booze.esp AHZmoreHUD.esp Footprints.esp High Level Enemies - Raised Ability Caps.esp JZBai_CrossbowManualReload.esp WetandCold.esp BarenziahQuestMarkers.esp When Vampires Attack.esp DYNAVISION Dynamic Depth of Field.esp Extended UI.esp Chesko_WearableLantern.esp VioLens.esp Dragon Combat Overhaul.esp FCO - Follower Commentary Overhaul.esp Guard Dialogue Overhaul.esp Dual Wield Parrying_SKSE.esp EFFDialogue.esp High Level Enemies - Dragonborn.esp SRA -Immersive Weapons Patch.esp FISS.esp AMatterOfTime.esp Lock Overhaul.esp HarvestOverhaul.esp RaceMenuPluginXPMSE.esp RaceMenuPlugin.esp RealisticRoomRental.esp SkyUI.esp TradeBarter.esp LessIntrusiveHUD.esp Grimy Utilities Interface.esp SkyTweak.esp Dodge Mod.esp UIExtensions.esp Convenient Horses.esp WARZONES - Civil Unrest.esp Purity.esp Immersive Speechcraft.esp rcrnShaders.esp Hothtrooper44_ArmorCompilation.esp Weapons & Armor Fixes_Remade.esp imp_helm_legend.esp imp_helm_dawn.esp imp_help_dbrn.esp AOS.esp AOS2_WetandCold Patch.esp Skyrim Realistic Archery.esp Complete Crafting Overhaul_Remade.esp Acquisitive Soul Gems.esp Immersive Potions.esp Dead Body Collision.esp Better Vampires.esp Predator Vision.esp HarvestOverhaulCreatures.esp High Level Enemies.esp Feminine Females.esp High Level Enemies - Dawnguard.esp Immersive Weapons.esp AOS2_WAF Patch.esp RCRNdgdb.esp WetandCold - Ashes.esp AOS2_RCRN_AE_Patch.esp Run For Your Lives.esp HeljarchenFarm.esp WindstadMine.esp ArtOfTheCatch.esp Skyrim Shadow Striping Fix.esp TrueStorms.esp TrueStorms-RCRN.esp RaceMenu.esp dD - Realistic Ragdoll Force - Realistic.esp nem-e5i5's RaceMenuPlugin.esp dD-No Spinning Death Animation Merged.esp fallentreebridges.esp Immersive Patrols II.esp The Paarthurnax Dilemma.esp DragonPriestMaskQuestMarkers.esp Brevi_MoonlightTales.esp iHUD.esp iNeed.esp Gildergreen Regrown.esp RCRNvolumetric.esp Alternate Start - Live Another Life.esp Immersive Travel.esp TES5EditMerged.esp Bashed Patch, 0.esp RSPatch.esp Thanks in advance for any suggestions. Please let me know if more info is needed.
  3. Sounds fine to me. I'm looking for that then lol. I don't really care about the method, as long as it can be done.
  4. @Fore It's not that I don't believe; I guess it's just that I don't fully understand. I understand animations, but behavior files are like WHOOSH--right over my head. I believe that it is difficult, and I understand that a new, modified behavior file would not be compatible with other animation mods that require certain behavior. That known, I do not plan to offer compatibility with other animation mods. My mods are going to be extensive overhauls, not aimed at being compatible with anything else. As Dovahkruziik mentions, my projects will be complete enough to not require other animations. I plan on offering the full package: 1st person, 3rd person, male and female; complete and utter overhauls. My Dimachaerus animations, for example, will have some 130-150 animations, and that's only covering one-handed and dual wielding. I do not seek compatibility in any way. I just need a genius to come along and tweak the behavior files to add my animations. :wink: My plans are: *Dynamic equip/unequip animations; a different animation to play depending on what your weapon loadout is, if you are dual wielding, which weapons you have in your hands etc. This is because each weapon sheathes in a different position, and using Dual Sheath Redux can provide for some great immersion with dynamic equip/unequip animations. *Spear and pike animations; that is, one-handed spear and two-handed spear anims. *Animations unique to what you have equipped; e.g. a unique set of animations for weapon and shield, a unique set for dual wielding, a unique set for weapon and spell, and hell, even a unique set for daggers. I don't care about compatibility, and I don't think many people who would be interested in this mod would care about it either. I only seek someone with the skill and desire to modify behavior files to make these features possible, all other things aside.
  5. I'm looking for a partner to work with for adding new combat animations. I'm very capable of creating just about any animation for combat, but I haven't the slightest idea of any available methods, as unorthodox as they may be, of adding these animations to Skyrim without replacing existing ones. I realize that this is a known issue for many animators, but according to what I've seen through some research, it is indeed possible to add new animations. I would obviously be making the animations, but I require someone with knowledge of a method, any method at all, of adding these animations to Skyrim without replacing existing ones. How this is accomplished is almost irrelevant to me as long as it functions properly. If you are a skilled scripter and can use the setrace function or whatever the case to change what animations the actor uses base on what weapons he/she has equipped, sounds great if that's the only way. There are also a couple tools that I've seen that apparently can modify behavior files to extend the animations they govern, one tool being Joshs Skyrim Behavior File Patcher. I've taken a look at a couple of tools like this, and I have to say that I have no f***ing idea how they work. I don't even know where to begin. So if you have some higher understanding of behavior files and/or these tools and know of a way to add new animations using them, sounds awesome. I could go on about this forever, but I'll cut if off here. In a nutshell, I'm looking for someone who can add new combat animations to Skyrim. And please, don't bother mentioning FNIS. FNIS only handles simple "fire and forget" idles, as far as I am aware. It is a great tool, but apparently it cannot accomplish what I seek.
  6. How do I do this, if you don't mind?
  7. Yes, I know this. I make animations as well, and I'm trying to animate the cloak in my animations, but it does not animate in game.
  8. I've been animating using XPMS, but my cloak animations don't work in game. Can any fellow animators help me out here? Is there something specific I need to do to get the cloak animations to work in Skyrim? The regular bones animate fine in game; it's just the cloak animations that the game ignores.
  9. I've already tried that using FNIS, but the animations don't play right. They play twice but the weapons don't equip, then the vanilla animation plays and the weapons equip. I don't think FNIS will work for this. But that is the only way I know of for adding new animevents.
  10. I'm trying to find a way to set conditions that determine what equip/unequip (unsheathe/sheathe) animations play base on what weapons you have in your hands. In other words, if you have two swords, an animation will play that shows the character drawing two swords; if you have an axe and a mace, that animation will play, etc. etc. I've tried doing this with FNIS and it is not working out. If anyone knows of a possible method that could make this work, perhaps through scripting or an FNIS setup that I haven't tried or what have you, please let me know.
  11. I'm having trouble with custom equip animations (draw sword etc.). In game the animation plays twice and the weapons do not equip. Is there a certain annotation that needs to be somewhere? If anyone knows how to tackle this, please fill me in.
  12. If anyone out there is having a similar problem with exporting through Havok--the file path needs to be short. As a matter of fact, it would not export for me at all unless it was exporting to the scenes folder of 3ds Max.
  13. Slap my face and call me Sally, I figured it out. Praise the Heavens.
  14. Good God in Heaven, how does one get Havok to export? I've even got a Max file all prepped by RogueMage, one that works fine for him. I used his configuration and suggestions and everything. Still, Havok "cannot create file to write to. Aborting." Ugh!
  15. Can you post a screenshot of the magic effect and spell in the CK?
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